#version 450 /* Author: Themaister License: Public domain */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float BEAD_HIGH, BEAD_LOW; } params; #pragma parameter BEAD_HIGH "Bead High" 0.35 0.0 1.0 0.01 #define BEAD_HIGH params.BEAD_HIGH #pragma parameter BEAD_LOW "Bead Low" 0.2 0.0 1.0 0.01 #define BEAD_LOW params.BEAD_LOW layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; layout(location = 1) out vec2 pixel_no; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; pixel_no = vTexCoord * params.SourceSize.xy; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 pixel_no; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; float dist(vec2 coord, vec2 source) { vec2 delta = coord - source; return sqrt(dot(delta, delta)); } float rolloff(float len) { return exp(-6.0 * len); } vec3 lookup(vec2 pixel_no, vec3 color) { float delta = dist(fract(pixel_no), vec2(0.5, 0.5)); if (delta > BEAD_LOW && delta < BEAD_HIGH) return color; else if (delta >= BEAD_HIGH) return color * rolloff(delta - BEAD_HIGH); else if (delta <= BEAD_LOW) return color * rolloff(BEAD_LOW - delta); else return vec3(0.0, 0.0, 0.0); } #define TEX(coord) texture(Source, coord).rgb void main() { vec3 mid_color = lookup(pixel_no, TEX(vTexCoord)); FragColor = vec4(mid_color, 1.0); }